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    2. 如何在 iOS coco2d 中无限移动背景图像

      How to move background images infinitely in iOS coco2d(如何在 iOS coco2d 中无限移动背景图像)

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              • 本文介绍了如何在 iOS coco2d 中无限移动背景图像的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着跟版网的小编来一起学习吧!

                问题描述

                I have to move background images in iOS Coco2d but I am having a few difficulties. I have tried some solutions provided on some websites but have not been successful in getting them to work properly. Below is the code I am currently working on:-

                The background moves smoothly the first time but it is not working properly after that:-

                Code in init function :-

                bg1 = [CCSprite spriteWithFile: @"bg1.png"];
                bg1.anchorPoint = CGPointZero;
                [self addChild:bg1 z:-2];
                
                bg2 = [CCSprite spriteWithFile: @"bg1.png"];
                [self addChild:bg2 z:-3];
                bg2.anchorPoint = CGPointMake(480, 0);
                
                // schedule a repeating callback on every frame
                [self schedule:@selector(nextFrame:) interval:.4f];
                


                - (void) nextFrame:(ccTime)dt {
                    id actionMove = [CCMoveTo actionWithDuration:.4 position:ccp(bg1.position.x - 100 * dt, bg1.position.y)]; //winSize.height/2)];
                
                    id actionMove1 = [CCMoveTo actionWithDuration:.4 position:ccp(bg2.position.x - 100 * dt, bg2.position.y)]; //winSize.height/2)];
                
                    id actionMoveDone = [CCCallFuncN actionWithTarget:self selector:@selector(spriteMoveFinished:)];
                    [bg1 runAction:[CCSequence actions:actionMove,actionMoveDone, nil]];
                    [bg2 runAction:[CCSequence actions:actionMove1,actionMoveDone, nil]];   
                }
                
                -(void)spriteMoveFinished:(id)sender {
                
                    CCSprite *sprite = (CCSprite *)sender;
                    if(sprite == bg1) {
                        if (bg1.position.x < -480) {
                            [self removeChild:bg1 cleanup:NO];
                            bg1.position = ccp( 480 , bg1.position.y );
                
                            [self addChild:bg1 z:-2];
                        }
                    }
                    else if(sprite == bg2)
                        if (bg2.position.x < -480) {
                            [self removeChild:bg2 cleanup:NO];
                            bg2.position = ccp( bg1.position.x+ 480 , bg1.position.y );
                            [self addChild:bg2 z:-3];
                        }
                    }
                }
                

                解决方案

                I think this way is a little simpler. You initialize the backgrounds in initand move them in update.

                In the init method:

                // position backgrounds
                CCSprite *bg1 = [CCSprite spriteWithSpriteFrame:spriteFrame];
                CCSprite *bg2 = [CCSprite spriteWithSpriteFrame:spriteFrame];
                CCSprite *bg3 = [CCSprite spriteWithSpriteFrame:spriteFrame];
                bg1.anchorPoint = ccp(0, 0);
                bg1.position = ccp(0, 0);
                bg2.anchorPoint = ccp(0, 0);
                bg2.position = ccp(bg1.contentSize.width-1, 0);
                bg3.anchorPoint = ccp(0, 0);
                bg3.position = ccp(2*bg1.contentSize.width-1, 0);
                _backgrounds = @[bg1, bg2, bg3];
                
                [self addChild:bg1 z:INT_MIN];
                [self addChild:bg2 z:INT_MIN];
                [self addChild:bg3 z:INT_MIN];
                

                In the update method:

                // endless scrolling for backgrounds
                for (CCSprite *bg in _backgrounds) {
                    bg.position = ccp(bg.position.x - 50 * delta, bg.position.y);
                    if (bg.position.x < -1 * (bg.contentSize.width)) {
                        bg.position = ccp(bg.position.x + (bg.contentSize.width*2)-2, 0);
                    }
                }
                

                Note: the code is for Cocos2d 3.0

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